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steve40

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Everything posted by steve40

  1. Why are you quoting Hey You from 2014...seems weird... you ok, bro? That's his signature file, he's had it for years :laugh: Btw, you can click on the 'x' in the top right corner of it to permanently hide it.
  2. Some of us are probably not on his Christmas card list right now ¯\_(ツ)_/¯
  3. I still have active mods with >1000 DL here: https://www.nexusmods.com/fallout4/mods/8122 https://www.nexusmods.com/skyrim/mods/91666 https://www.nexusmods.com/skyrim/mods/72833 ¯\_(ツ)_/¯
  4. What about co-authors of mods who have been granted edit access but were not the one who first published the mod page? I too have lost access to GMAD. However, while my main mods have been all deleted, I am still co-author (with edit access) of five mods that all have way over 1000 downloads each. Shouldn't I have retained GMAD access?
  5. After you've made your mod and saved it, you can set the other mods back to ESP (ie untick the ESM flags in xEdit). Then it won't mess up the load order.
  6. Click in header field in the right-hand window, and select ESM from the drop-list, like in the example below (click where I've circled in red):
  7. You need to edit the vtaw mod using xEdit and set the header flag as a master file (esm). Then load it up in CK and make your mod.
  8. Yeah, OK. I found this possible solution. It may be a keyboard message popup problem: Edit: even though it looks like you are using a desktop PC not a laptop, check that you don't have any utilities running that might be intercepting your keyboard presses or trying to display popup messages. Also, try disabling the Steam overlay and any graphics card overlays. Also, you could try switching between fullscreen mode, windowed mode and borderless window mode to see if it makes any difference.
  9. Wait. How are you even able to run older versions of SKSE64? You are not running the latest version of SkyrimSE, are you? That is why your game lags, the latest SKSE64 was not intended to be run on older versions of the game. It is not backwards compatible. You must use the correct versions together.
  10. aurreth, is it really necessary to generate BOTH vis and pre-vis, because they both appear to generate exactly the same files in the same folder location i.e. they both overwrite each other. So it seems pointless to generate vis if you ultimately want to generate pre-vis?
  11. You need to generate precombines FIRST, pre-vis LAST. The generated files should be added to your mod's BA2 file. Load any conflicting mods before yours, or make a compatibility patch.
  12. If it doesn't open then you are using the wrong version of Max, HavokContentTools or niftools plugin.
  13. 1) Import Skyrim nif into Skyrim OS. 2) Export as obj 3) Load that obj into FO4 OS 4) Select "Edit->Remove Skinning" 5) Export as nif. 6) Load nif into NifSkope 7) select all non-standard nodes like "BSSubIndexTriShape" and right-click then select "Block->Convert->BSTriShape" 8) add your materials etc 9) profit.
  14. Or import export with just Outfit studioAlso manually create materials Yes, that also worked :)
  15. Nah. Imported meshes have to be run through Elrich first, or they will crash the CK and won't even load into the game.
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